Asymmetrical Warfare (Dual Sphere)

Prerequisites: Illusion sphere, War sphere.

Benefit: You may use your rally abilities on those under the effects of your glamers or in the areas of your figment as if they can see and hear you and are within the area of your totems.

Area Bypass

Source: Baron’s Glorious Arena

Prerequisites: Divination Sphere, War Sphere (any momentum talent)

Benefits: Whenever an ally moves through the area of effect of a sphere effect you have successfully identified, they may spend a number of momentum points equal to 1 + the number of spell points spent on the sphere effect. If they do, you may attempt an MSB check against the sphere effect’s MSD, with the moving creature ignoring the sphere effect until the end of their movement on a success.

Dark Monuments (Dual Sphere)

Source: Polished Dark

Noble wars are fought in the light of day. Winning wars are fought beneath the cloak of night.
Prerequisites: Dark sphere, War sphere.

Benefit: You gain the following abilities based on the Dark sphere and War sphere talents you possess:

  • Black Totem: Totems you create are treated as a gloom you created for the purposes of other abilities and effects (such as your cloak ability and conflicting with light effects); this does not alter the light level or carry any other effects of your gloom. Whenever you create a totem, you may spend 1 spell point to add a gloom’s effects to the totem’s area, paying any additional spell point costs for the gloom or its options as appropriate.
  • Dark Commandments: While you are within a gloom you created, creatures within the area of the same gloom may spend points of momentum as though they were within range.
  • Night Rally: Whenever you rally a creature, you may add a cloak’s effects to that rally, paying any additional spell point costs for the cloak or its options as appropriate. This cloak lasts until the end of the target’s next turn (even if the rally’s duration would end earlier).

Deduction

Prerequisites: War sphere, studied combat class feature.

Benefit: Whenever you create a mandate that you share with another ally, they benefit from your studied combat ability, receiving the same bonuses you do against the same target. If you possess abilities that trigger from studied combat (such as studied strike), they may trigger that ability as well. Only one ally (other than yourself) can benefit from your studied combat this way.

Defensive Vigilance (Dual Sphere)

Prerequisites: Protection sphere, War sphere.

Benefit: While an ally is within the area of one of your wards, you may rally that ally. When you rally an ally who has an aegis you created attached to them, you may sacrifice an aegis to reduce the spell point cost of the rally by 1 spell point.

Enhanced Vigilance (Dual Sphere)

Prerequisites: Enhancement sphere, War sphere.

Benefit: While an ally is under the effect of one of your enhancements, you may rally that ally. The ally must be the target of the enhancement, not an object they are carrying or wielding.

Expanding Presence

Prerequisites: War sphere (Totemic Aura); antipaladin or paladin.

Benefit: The range of your antipaladin or paladin auras increases to that of any totemic aura you created that is attached to you.

Eyes Of Battle (Dual Sphere)

Prerequisites: Divination sphere, War sphere

Benefit: Whenever you would use a (divine) talent that targets a space or creature within the area of one of your totems, you may reduce the casting time by 1 step, to a minimum of a swift action.

Hail

Prerequisites: War sphere, Mystic Focus, casting class feature, ability to gain martial focus.

Benefit: You may spend a spell point to rally an ally who has the ability to gain martial focus to restore their martial focus.

Illuminated Vigilance (Dual Sphere)

Prerequisites: Light sphere, War sphere.

Benefit: While an ally is within 30 feet of any object that you have caused to glow, you may rally them.

Invigorating Rally (Dual Sphere)

Prerequisites: Life sphere, War sphere.

Benefit: Whenever you rally an ally, you may also invigorate them.

Martial Presence (Combat)

Prerequisites: Combat Stamina, base attack bonus +1.

Benefit: Choose a basic totem from the War sphere (including totem of war). You can spend 5 points from your stamina pool to create a 30-foot aura that moves with you and that duplicates the effects of this totem. The action required to activate this ability depends on the totem. If the totem has no spell point cost, it is a swift action to create it, if the totem requires a spell point to be created, then activating it is a move action, and if it requires more than 1 spell point, it requires a standard action.

For the purposes of the totem ability, use your base attack bonus in place of your caster level and use your highest mental ability modifier as your casting ability modifier, if you do not already possess a casting tradition. The aura created is not a true totem, and does not qualify for feats that alter totems. Once activated, the aura remains active for 1 minute. Falling unconscious or dying causes the aura to end.

This is an extraordinary ability.

Martial Totem (Combat)

Prerequisites: War sphere, base attack bonus +1.

Benefit: When you create a totem, you may use your base attack bonus as your War caster level for purposes of effect (but not size or duration).

Mystical Reinforcement

Prerequisites: War sphere, Circle Casting.

Benefit: You may use your circle casting to aid other spellcasters within totems you control or whom you share a mandate with as if they had the Circle Casting feat.

Reflexive Magic

Prerequisites: War sphere, base attack bonus +11.

Benefit: You gain 2 spell points that can only be spent to rally yourself. You regain each of these spell points 1 minute after they are used.

Sanctified Vigilance (Dual Sphere)

Prerequisites: Fate sphere, War sphere (any (rally) talent).

Benefit: You may use rallies on allies within the area of your consecrations even if you do not share a mandate with them and they are not within range of one of your totems.

Savagery

Prerequisites: War sphere, animal focus class feature.

Benefit: Whenever you create a mandate that you share with another ally, they benefit from any animal focuses you have active. Only one ally (other than yourself) can benefit from your animal focuses this way.

Shoulder To Shoulder

Prerequisite: Grit, luck pool or panache class feature.

Benefit: When you gain this feat, choose a mandate from the War sphere. You may spend a point of grit, luck or panache to create this mandate between yourself and an adjacent ally as a swift action. This is a supernatural ability. For purposes of this mandate, the attribute that governs the maximum amount of grit, panache or luck you can possess is your casting ability and your base attack bonus is your caster level. The mandate lasts for one minute, or ends immediately if you create another mandate with this ability, fall unconscious, or if you move beyond 60 feet from each other.

If the person you share the mandate with performs an action that would allow you to regain grit, luck, or panache, then you may regain grit, luck, or panache as if you had performed the action yourself.

Spirit Beacon

Prerequisite: War sphere.

Benefit: When you create a totem, you may make it manifest as a glowing pillar of ethereal light that extends upward for hundreds of feet (though not through ceilings). Any creature within 100 feet per caster level that can see the light is affected by your totem, even if they are seeing the totem indirectly. For enemies, it is trivial to avert their eyes (so they can choose to simply not be affected by the totem), but any ally with a line of sight to the spirit beacon can easily keep it in view.

Succor

Prerequisites: War sphere, lay on hands class feature.

Benefit: You may spend a spell point to rally an ally, and use your lay on hands class feature on them. This costs the normal number of uses of your lay on hands class feature in addition to the spell point cost of the rally, but does not require the ally to be within the normal range of your lay on hands ability.

Tides Of War (Dual Sphere)

Prerequisites: Mana sphere (Magical Conduit), War sphere.

Benefits: You may create a manabond as part of using a rally with the target of your rally, or as part of creating a mandate on one or both creatures. If the rally or mandate does not cost a spell point to use, you must spend a spell point to create the manabond.

Additionally, when you create a totem, you may spend a spell point to create a manabond with a single creature within the area of the totem. If the creature is unwilling, they may attempt a Will save to resist the manabond. If you possess the Magical Conduit talent, you may create a manabond with each creature in the area, spending an additional spell point for each creature. An action used to concentrate on the totem counts as if you were concentrating on the manabond for the purpose of (manabond) talents.

Totem Of Undoing

Prerequisites: War sphere, caster level 10th.

Benefit: You must spend 2 spell points to create a totem of undoing. Enemy creatures must succeed at a Fortitude save or become faded for as long as they remain within the totem.

Leaving the area of the totem ends this effect, but they must save again if they re-enter the area. A faded creature has become less real and less material than before. Faded creatures do half damage with attacks and abilities, unless that attack or ability does full damage against incorporeal creatures (such as force damage or a ghost touch weapon). Faded creatures have no weight and do not set off traps that are triggered by weight.

They may still fall, and take double normal falling damage while the surface they fall onto takes none. Faded creatures suffer a penalty equal to your caster level to their Strength score (to a minimum Strength of 1) when determining their CMB, CMD, as well as their ability to lift, break or otherwise manipulate objects around them.

Totem Tactics (Combat)

Prerequisite: War sphere.

Benefit: Allies inside any of your totems or sharing a mandate with you are treated as if they possessed the same teamwork feats as you for the purpose of determining whether you receive a bonus from those feats. Your allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for you to receive the listed bonus.

Totemic Channeling (Channeling)

Prerequisites: War sphere, channel energy class feature.

Benefit: When you use your channel energy feature, instead of affecting everyone in a specific radius, you may spend a spell point to have it affect all allies or all enemies in a totem you control. You do not need to be within the chosen totem.

Totemic Radar (Dual Sphere)

Prerequisites: Divination sphere (Blindfolded Oracle (sense)), War sphere.

Benefit: When you close your eyes to use Blindfolded Oracle while within the area of your totem, you may choose to have your blindsense extend to the entire area of the totem rather than close range. When used in this way, your blindsense stops at the edge of your totem’s area.

Totemic Stamina (Combat)

Prerequisites: War sphere, Combat Stamina.

Benefit: When you create a totem or mandate, you may spend a stamina point each round to maintain it as a free action. You are still considered concentrating and can have your concentration disrupted as usual. You may maintain multiple effects this way. You can not recover the stamina points spent while the totem or mandate maintained this way remains in effect.

Tribal Fortification (Dual Sphere)

Prerequisites: Protection sphere, War sphere.

Benefit: When you create a ward, you may spend a spell point to add the effects of a totem ability you have to it. If you do, the entire area of your ward is a totem (even if your totem would normally be smaller), and your rallies work within this ward as if they were within any other totem that you created.

Tribal Mark (Dual Sphere)

Prerequisites: Enhancement sphere, War sphere.

Benefit: You may create enhancements that duplicate the effect of being within totems. The tribal mark works as an enhancement, using your Enhancement caster level. If used on a creature, the creature is treated as if being within the totem that is the basis for the enhancement. If used on an object, then any creature carrying the object is affected as if they were the target of the enhancement themselves. Only the creature enhanced or carrying the enhanced object is considered inside the totem for effects that require another ally or an enemy to also be within the totem. The enhancement can not be used to rally.

Tribal Rhythm

Prerequisites: War sphere; bardic performance or raging song class feature.

Benefit: The character gains the ability to attach totems they create to their songs. When they do so, the totem affects all allies (but not enemies) who are affected by the song. As long as the song continues, the character may maintain the totem as part of the song without concentration or spending spell points, but must still pay any regular spell point cost to create the totem.

Allies affected by a totem attached to a song can be rallied. In the case of a raging song, the ally need only have the choice to be affected; they do not need to choose to be affected in order for the caster to be able to rally them. Whenever the character creates a new totem, they may attach it to their song or create it normally. Totems attached to songs can be ended as a free action. If the character has the ability to move totems, they may attach and detach totems from their song as if the totems were totemic auras attached to themselves.

When you use a standard action to begin a song, you may create a totem attached to it as part of the same action.

Warlord Of The Damned (Dual Sphere)

You can rally the hearts of your people - even after they have stopped beating.

Prerequisites: Death sphere (Master’s Presence), War sphere; or Death sphere, War sphere (Hallowed/Unhallowed Totem (totem)).

Benefit: As a free action, you can shift concentration of a single active totem to an undead you control (using your concentration modifier); if its concentration is broken, the totem is ended as normal. In addition, undead you control can benefit from morale bonuses granted by your totems and rallies.

Warning Sign (Dual Sphere)

Prerequisites: Protection sphere, War sphere.

Benefit: Allies receive a +1 circumstance bonus to initiative per aegis they bear that you created. This bonus stacks with itself.

Witch Hunt

Prerequisites: War sphere, judgment class feature.

Benefit: Whenever you create a mandate that you share with another ally, they benefit from judgments you have active. Only one ally (other than yourself) can benefit from your judgments this way.


Archived: Ultimate version (before Polished)